Demon Powers in Occidentia | World Anvil
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Demon Powers

Demon Powers


Demon PowerPrerequisitesBenefits
Absorb Magic*Demonhost 12, Drain Item, Soul SippingYou are healing by damaging spells
Acid SprayDemonhost 4Attacks cause you to release a burst of acid
Augmented CriticalDemonhost 6Your natural attacks have a 18-20 critical threat range and you deal triple damage on a critical hit
Aura of Havoc-Enemies within 10 feet of you cannot flank or aid another
BloodlustDemonhost 10, Bloody HealingWhile receiving blood healing you benefit from the haste spell
Bloody HealingDemonhost 8, Rain of BloodYou gain fast healing whenever enemies bleed near you
Boundless ReachDemonhost 8You can make melee attacks at a range of 100 ft.
Burning Blood-Your blood damages enemies who attack you
Distance DistortionDemonhost 14, Warp DisruptionMovement and ranged effects near you are cut in half
Drain ItemDemonhost 6, SoullessYour touch turns off the effects of magic items
Empathic Feeding*SoullessYou drain a target's emotions and charisma score so long as they have a morale or fear effect
Enveloping Angles*Demonhost 16, Distance DistortionYou can cause creatures to be eaten by angles in space time
EyethiefDemonhost 6You rip out the eyes of your enemies on a critical hit or sneak attack
Fear Aura*Demonhost 6You generate a fear effect around you
Feed on FearDemonhost 4You gain fast healing while near a creature suffering from a fear effect
Fetid CloudDemonhost 10, Protective SlimeYou generate a cloud that sickens non-evil creatures and cause the ground around you to be sticky
Fiery AuraDemonhost 10, Smoking AuraYour smoking aura ignites and deals fire damage to enemies in the area
FlingDemonhost 8, Preposterous StrengthYou attacks throw enemies through the air and crushes their armor
Ground PoundPowerful BlowsYou may slam the ground to knock enemies prone
Horrifying InevitabilityDemonhost 10, Feed on FearSo long as you are following an enemy suffering from fear you are much harder to kill
ImmobilizeDemonhost 4You can break off a weapon to pin an opponent in place
HellfireDemonhost 12, Burning BloodYour fire moves with sinister intelligence
Mutilate-You damage an opponent's appearance and sense of self
NauseateDemonhost 8, Protective SlimeYou nauseate creatures you grapple
Pain Aura-Enemies near you take additional damage
Powerful Blows-You one handed attacks are considered two handed
Piercing AttackDemonhost 6, Powerful BlowsYour attacks remove opponents' damage reduction
Preposterous StrengthDemonhost 4, Powerful BlowsYour attacks push back enemies and break bones
Protective Slime-You are covered in acidic slime which damages on contact
Rain of Blood*Warmonger SpikesYou can cause bleeding foes to erupt into geysers of blood
Right Behind YouDemonhost 10, Smell FearYou can teleport to enemies who are under feat effects
Smell Fear-You can smell fear
Smoking AuraDemonhost 4, Burning BloodYou generate smoke which causes coughing and reduces fire resistance
Smothering SlimeProtective SlimeYour slime smothers opponents you grapple
Soul SippingSoullessYou can devour the magical energies inside of enemies
SoulfireDemonhost 6You can damage yourself to deal damage to opponents in a burst
Soulfire RetortDemonhost 8, SoulfireYour soulfire attacks become more powerful and can be performed in response to enemy attacks
Soulless-You are immune to charms, compulsions, phantasms, and morale effects
Strike Fear-Your attacks cause targets to become more fearful
Warmonger Spikes-Your flesh erupts in spikes and your blood causes attacks to deal bleed damage
Warp DisruptionDemonhost 10You can sense and disrupt attempts to teleport
Weeping WoundsDemonhost 4, Warmonger SpikesWounds you cause bleed more strongly and harder to heal
  Absorb Magic (Su): Your demon's hunger is so great that it is able to consume even energy meant to injure it. You take no damage from spells, instead healing an amount equal to however much damage that spell would have dealt. Each use of this ability requires you to make a saving throw against gaining a point of influence. A demonhost must possess the drain item and the soul sipping demon powers to take this power. You must be at least 12th level to select this power.   Acid Spray (Ex): While in an unbound state whenever you take damage, you spray acidic fluid from the sacs on its body, dealing 2d4 points of acid damage to all creatures in a 5-foot-radius burst (Reflex save half ). The save DC is Constitution-based (10 + 1/2 your hitdice + your constitution modifier). You must be at least 4th level to select this power.   Augmented Critical (Ex): While in an unbound state your natural attacks threaten a critical hit on a natural 18-20 and deal triple damage on a successful critical hit. This does not stack with any other form of critical hit range increase. You must be at least 6th level demonhost to take this power.   Aura of Havoc (Su): While in an unbound state you generate an aura of mistrust and chaos, preventing allies from aiding one another. This aura extends in a 30-foot radius around you, and prevents all creatures within it from benefitting from the aid another action, flanking, or any teamwork feat.   Bloodlust (Su): The taste and sight of blood fills you with energy and vitality. Your Bloody Healing ability increased in range to 20 feet. Additionally on any turn in which you gain fast healing from Bloody Healing you also benefit from the effects of the haste spell. If you possess at least 16 levels in demonhost you instead benefit from the effects of mythic haste. You must be at least 10th level demonhost and possess the bloody healing power to take this ability.   Bloody Healing (Su): While in an unbound state blood flows from wounds through the air into your body. Any bleed damage taken within 10 feet of you causes you to heal an amount equal to half the bleed damage dealt. This range is determined at the beginning of your turn each turn. You must have Rain of Blood and be at least demonhost level 8 before you can take this power.   Boundless Reach (Su): While in an unbound state space bends to accommodate your attacks and you are able to rend even reality itself. Your reach increases by 5 feet for the purposes of attacks of opportunity and determining your threatened area. However when you are actively attacking on your turn this range becomes much longer. You are able to make melee attacks against any creature you are aware of within 100 feet.   Burning Blood (Su): While in an unbound state your blood heats to the point that it combusts on contact with air. Any creature that damages you with a non-reach slashing or piercing melee weapon is sprayed with blood , taking 1d6 fire damage on each successful hit.   Additionally you may purposely deal 1 point of damage to yourself with any slashing or piercing melee weapon as a swift action to ignite the weapon with burning blood for 10 minutes, causing the weapon to deal 1d6 bonus fire damage plus an additional 1d6 fire damage for every five levels of demonhost you possess. This fire damage stacks with any fire damage the weapon might already deal. Once the 10 minutes elapse the weapon gains the broken status effect until receiving basic repairs. Any weapons that already dealt some manner of fire damage before the use of burning blood (such as a flaming weapon) do not gain the broken status and do not require repair.   Distance Distortion (Su): While in an unbound state reality bends and warps within 30 feet of you. You move and attack normally through this distorted area, but other creatures within this area treat all distances as if they were double the actual distance for all purposes, including movement, range for spells, and ranged attacks. Freedom of movement does not prevent this. You must have the warp disruption power to select this power. You must be at least 14th level to select this power.   Drain Item (Su): Your demon constantly hungers and saps all but the most potent artifacts of their power quite quickly. While in an unbound state you drain magic items with a touch. Whenever you come into contact with a magic item with charges you drain 1d4 charges from the item upon initial contact and every other round thereafter. A successful disarm, sunder, or weapon bind check with a natural weapon or no weapon triggers this ability. In the case of magic items without charges you suppress them for as long as you remain in contact with them as 1d4 rounds thereafter. This applies even to items you are wielding. A demonhost must possess the soulless demon power to take this power. You must be at least 6th level to select this power.   Empathic Feeding (Su): You can drain emotions from humanoid beings while in an unbound state. To use this ability you must be in an unbound state and standing within 30 feet of a living humanoid who is experiencing extreme emotions (for rules purposes this includes all creatures receiving a morale bonus or penalty and all creature affected by either an effect with the emotion tag or effects which include an emotional response such as Tasha’s hideous laughter). Each use of this ability requires you to make a saving throw against gaining a point of influence.   In a single round, you can feed on a number of people equal to your Charisma bonus. Any target who fails their Will save takes 1d4 points of Charisma drain. Those drained to 0 Charisma in this fashion fall into a coma. You must have the soulless power before taking this power.   Enveloping Angles (Sp): While in an unbound state you can call upon the angles making up temporal space to swallow your opponents. This requires a full round action and functions as the Maze spell. If you are at least 18th level this instead functions as the Maze of Madness and Suffering spell. Each use of this ability requires you to make a saving throw against gaining a point of influence. You must be at least 16th level demonhost and possess the distance distortion power to take this ability.   Eyethief (Ex): While in an unbound state you can forgo sneak attack damage or extra damage on a confirmed critical hit to instead blind an opponent for 5 rounds. A creature that has been blinded in this way cannot be affected again until it has recovered from the current effect. Creatures that lack eyes are immune. You must be at least 6th level to select this power.   Fear Aura (Su): As a swift action while in an unbound state, you can create an aura of fear with a 10-foot radius around you. This effect is otherwise identical to a fear spell with caster level equal to your class level and DC equal to 10 + 1/2 your level + your charisma modifier. If a creature successfully saves against your fear aura they cannot be affected by it for 24 hours. Each use of this ability requires you to make a saving throw against gaining a point of influence. You must be at least 6th level to select this power.   Feed on Fear (Su): You are nourished and healed by the fear of all nearby creatures. While in an unbound state you gain fast healing 5 so long as there is at least one creature within a 30-foot range of you who is affected by a fear effect.   Even while your demon is bound this provides you with basic sustenance. So long as remain in a area whose atmosphere is dominated by dread and fear you do not need food or water to survive. It does not however diminish any feelings of hunger or thirst. You must be at least 4th level to select this power.   Fetid Cloud (Su): You constantly spray a thin cloud of vile mist in a 30-foot-radius spread, as long as you are in an unbound state. All non-evil creatures in the area are sickened while within the cloud.   This mist slicks the ground around you, and your wounds spray the same vile fluid. When you are reduced to half of your full normal hit points or fewer, each square within 30 feet of you requires 2 squares of movement for a non-evil creature to enter. This effect doesn’t stack with that of any existing difficult terrain. You must possess the protective slime power before selecting this one. You must be at least 10th level to select this power.   Fiery Aura (Su): Your Smoking Aura expands greatly in size and ignites filling, with white hot embers and flashes of burning vapors. Your smoking aura expands to fifteen feet beyond your space. All creatures within your cloud take fire damage each round equal to 1d6 per three class levels you possess. You must be at least 10th level demonhost and possess the Smoking Aura power before taking this ability.   Fling (Ex): Whenever you use the Preposterous Strength ability you can make a trip check against that opponent as a free action you may also make a sunder check against the opponent's armor or shield. If you succeed at either check in addition to other effects you fling them through the air, dropping the opponent 1d6 squares away in a random direction. That opponent takes 1d6 falling damage. You must possess the Preposterous Strength power before selecting Fling. You must be at least 8th level to select this power.   Ground Pound (Ex): As a standard action, while in an unbound state, you can strike the ground turning the area within a 10-foot radius into difficult terrain. Any creatures in this area must succeed at a Reflex save (DC 10 + 1/2 your class level + your strength modifier) or fall prone. You must have powerful blows before taking this power.   Horrifying Inevitability (Su): You nearly immortal while in the presence of fear. While in an unbound state as long as your are able to see, hear, or smell a creature currently experiencing a fear effect you gain DR 10/- and spell resistance equal to 15+your level. You must have feed on fear before you can select this power. You must be at least 10th level to select this power.   Immobilize (Ex): While in an unbound state designate one of your natural attacks which deals piercing damage, it can detach the end of that hook in the foe it struck, fastening that opponent to a surface such as a floor or wall. (The your natural attack appendage regrows immediately.) That enemy must succeed on a Reflex save or be immobilized (see sidebar). This ability doesn’t work if the natural weapon can’t fasten a creature to a surface. The save DC is Strength-based (10 + 1/2 your hitdice + your strength modifier).   An immobilized opponent can pull itself free by taking a move action and making a Strength check or Escape Artist check, DC equal to the reflex save DC. However, the act of pulling free deals that foe 1d10 points of damage, unless it or someone else takes a standard action and succeeds on a DC 21 Heal check to dislodge the hook first. The check DCs are Strength-based. You must be at least 4th level to select this power.   Hellfire (Su): Your flames are those of hell itself and move with a malign intellect. Any fire damage you cause while in an unbound state is hellfire, dealing half fire damage and half profane damage which cannot be prevented by fire resistance or immunity. Additionally you can chose to shape any fire effects you create with an area of effect as though using the sculpt spell and selective spell metamagic feats on a spell. You must be at least 12th level and possess the burning blood power to select this ability.   Mutilate (Ex): Your natural attacks cause horrific and hideous wounds that not only mar the appearance of enemies but also supernaturally diminish a target's sense of self-worth. While in an unbound state, any creature damaged by your natural attacks take a -1 penalty on all Charisma-based checks. This penalty stacks , up to a -5 penalty, and it lasts even after the wounds are healed. They penalty dmimishes at a rate of 1 every 24 hours until it reaches 0.   Nauseate (Ex): While in an unbound state noxious vapors and foul fluids constantly weep and seethe from your body. Any creatures who engage in a grapple with you are nauseated unless they make a Fortitude save each round the grapple is maintained (DC 10 + 1/2 your class level + your constitution modifier). After a failed save they are nauseated as long as the grapple lasts and for 1 minute after the grapple ends. You must have protective slime before selecting this power. You must be at least 8th level to select this power.   Pain Aura (Su): Living creatures must attempt a Fortitude save when they come within 30 feet of you, while you are in an unbound state. Those that fail take an extra 1d6 points of damage whenever they take damage from any other source while within the pain aura’s area. The save DC is Charisma-based.   When a creature that is affected by multiple pain auras would take extra damage from the auras, it takes an extra 1d6 points of damage from one of the auras affecting it. All other pain auras affecting that creature cause it to take only 1 extra point of damage apiece. For example, a creature affected by three pain auras takes an extra 1d6+2 points of damage each time that creature takes damage from any other source.   A creature that successfully saves cannot be affected again by your pain aura for 24 hours.   Powerful Blows (Ex): While in an unbound state your natural weapons and unarmed attacks are treated as if they were two-handed weapons for the purposes of applying modifiers to damage with Power Attack and from your Strength bonus.   Piercing Attack (Su): You can strike through damage reduction leaving a foes vulnerable to further attacks. While in an unbound state the first time you strike a blow against a foe, damage reduction applies normally. All following strikes against that foe ignore all forms of damage reduction until the foe rests or is healed to full hit points. You must have powerful blows before taking this power. You must be at least 6th level to select this power.   Preposterous Strength (Ex): While in an unbound state you are able to strike with such tremendous force that foes are forced backward. Each time you hit an opponent with a melee attack you can move them up to 5 feet in any direction so long as this does not end with the foe adjacent to you. Additionally whenever you score a critical hit your opponent must make a fortitude save (DC 10 + 1/2 your level + your strength modifier) or have their speed reduced by 10 feet as a result of broken bones. This penalty stacks and remains until the affected creature benefits from any amount of magical healing or a successful DC 20 heal check. You must have powerful blows before taking this power. You must be at least 4th level to select this power.   Protective Slime (Su): While in an unbound state, your skin is covered in a layer of acidic slime. Any creature that strikes you with a natural or unarmed strike takes 1d8 acid damage from this slime. Any creature which strikes you with a melee weapon must make a Reflex save (DC 10 +1/2 your class level + your constitution modifier) or the weapon takes 1d8 points of acid damage; if this damage penetrated the weapon's hardness, the weapon gains the broken condition.   Rain of Blood (Su): As a standard action once per minute, while in an unbound state, you can command the wounds of all creature within 30 feet of you to erupt into a gory deluge of blood; any creature with less than their maximum number of hit points in the area of effect take 1d6 points of damage plus 1d6 damage per three levels of demonhost you possess and must make a Fortitude save (DC 10 + 1/2 your demonhost level + your constitution score). On a failed save they continue taking damage from rain of blood as bleed damage until healed and are staggered for as long as the bleed damage lasts. Creatures that are immune to bleed damage are immune to rain of blood. Each use of this ability requires you to make a saving throw against gaining a point of influence.   You must have Warmonger Spikes before you can take this ability.   Right Behind You (Sp): As a swift action while in an unbound state, you can teleport to an unoccupied space, which must be adjacent to a creature who you are aware of that is currently affected by a fear effect. You can travel a maximum of 480 feet with each use of this ability, and must wait 1d6 rounds between each use. Additionally if you travel at least 40 feet, any shaken, frightened, or panicked creature you arrive adjacent to is consisted flat footed to all of your attacks until the beginning of you next turn, this includes attacks of opportunity. You must have smell fear before you can take this power. You must be at least 10th level demonhost to select this power.   Smell Fear (Su): You can smell the fear of nearby living creatures. This functions similarly to scent, except it functions at a range of 120 feet and only allows you to detect creatures that are currently experiencing a fear effect. This ability functions even while your demon is in a bound state.   Smoking Aura (Su): While in an unbound state you are surrounded by a cloud of obscuring and choking gray smoke. This smoke extends for five feet beyond your space and provides partial concealment to all creatures within it, except against your attacks which ignore all concealment from the smoke. Additionally any non-demonhost creature within the area loses 10 points of fire resistance and takes a -2 on all saving throws against fire effects for as long as they remain within the cloud. You must be at least demonhost level 4 and possess the burning blood power before selecting this ability.   Smothering Slime (Su): The slime that coats your body attempts to flow over and into the mouths and nose of any creature you grapple. Each round you maintain a grapple the creature you are grappling cannot breathe, speak, or use any spells that require a verbal component. You must have the protective slime power before selecting smothering slime.   Soul Sipping (Su): Are you able to harnass the void in yourself created by your possessing fiend to drain the life and magical energy from others. While in an unbound state any natural attack or touch attack you make drains one randomly determined spell slot, daily use limited spell-like ability, or prepared spell from any target hit. If the target does not possess spells it removes one ki point or similar class feature resource. These resources can be recovered normally by the target after a normal rest period. A demonhost must possess the soulless demon power to take this power.   Soulfire (Su): As a standard action that provokes attacks of opportunity, while in an unbound state, you can deal itself 5 points of damage to tear flesh from your body and hurl that flesh up to 100 feet with perfect accuracy. When it lands, the flesh explodes in a 20-foot-radius burst, dealing 4d6 points of damage, half of which is fire damage and other half is profane damage which cannot be resisted (Reflex save half). Demonhosts are immune to soulfire. The save DC is Constitution-based (10 + 1/2 your hitdice + your constitution modifier).   By dealing yourself an extra 5 points of damage, you can widen the burst to a 40-foot radius. By dealing yourself an extra 10 points of damage, you can make the burst deal maximum damage. You can use both of these abilities on the same soulfire attack, but take damage for each. You must be at least 6th level to select this power.   Soulfire Retort (Su): Whenever you take damage from an opponent’s melee attack, while in an unbound state, you can unleash a 15-foot cone of soulfire as a swift action on its next turn. The cone as well as normal soulfire attacks now deal damage equal to 1d6 per two levels of demonhost you possess(Reflex save half). The save DC is Constitution-based (10 + 1/2 your hitdice + your constitution modifier). You must have the soulfire power before selecting soulfire retort. You must be at least 8th level to select this power.   Soulless (Su): Where other demonhosts are driven to excess and sadism your fiend fills you with a great sense of ennui and as a result it is immensely difficult to move with external stimuli. While in an unbound state you are immune to charms, compulsions, phantasms, and morale effects. Additionally the DC to intimidate you is increased by 6, this bonus is retained even in a bound state.   Strike Fear (Su): If you confirm a critical hit or deal sneak attack damage on a target currently suffering from a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A will save (DC 10 +1/2 your hitdice + your charisma modifier). negates this increase. This ability functions even while your demon is bound.   Warmonger Spikes (Su): While in an unbound state metal spikes erupt from beneath your skin acting as armor spikes with an enchantment bonus equal to 1/3 your level (maximum +5) or equal to your automatic bonus progression whichever is higher. These spikes cause your body to constantly weep blood which coats not only the spikes but also any other weapons you use. The spikes as well as all other weapons (natural or manufactured) you wield gain the wounding property as your blood gets into your opponents wounds and prevents coagulation.   Warp Disruption (Su): You can sense disruptions in space time within 1 mile. You are aware of any conjuration effect used within this area and know the direction and approximate distance. This effect works even while your demon is bound.   While in an unbound state you are able to actively disrupt such abilities. Whenever a creature uses a teleportation effect to enter or leave a space within 30 feet of you, the user must attempt a caster level check with DC equal to your class level + 5. On a failed check, the teleportation effect is negated. If you so choose, you can instead allow the teleportation effect to complete but redirect the arrival location of the effect to any unoccupied space within 120 feet. You must be at least 10th level to select this power.   Weeping Wounds (Su): While in an unbound state your wounds bleed with great speed and refuse to clot. All bleed effects caused by you deal an additional 1d6 damage and cannot be healed by spells, natural healing, or heal checks unless the healer succeeds at a heal check (DC 10 + 1/2 class level + charisma modifier). You must be at least 4th level demonhost and possess the Warmonger Spikes power before selecting this ability.

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